Gamestudio Links
Zorro Links
Newest Posts
AlpacaZorroPlugin v1.3.0 Released
by kzhao. 05/20/24 01:28
Free Live Data for Zorro with Paper Trading?
by AbrahamR. 05/18/24 13:28
Change chart colours
by 7th_zorro. 05/11/24 09:25
Data from CSV not parsed correctly
by dr_panther. 05/06/24 18:50
AUM Magazine
Latest Screens
The Bible Game
A psychological thriller game
SHADOW (2014)
DEAD TASTE
Who's Online Now
2 registered members (AndrewAMD, Ayumi), 877 guests, and 2 spiders.
Key: Admin, Global Mod, Mod
Newest Members
Hanky27, firatv, wandaluciaia, Mega_Rod, EternallyCurious
19051 Registered Users
Previous Thread
Next Thread
Print Thread
Rate Thread
Tips for building animated characters in Maya #233324
10/28/08 06:58
10/28/08 06:58
Joined: Apr 2005
Posts: 69
G
Goodberry Offline OP
Junior Member
Goodberry  Offline OP
Junior Member
G

Joined: Apr 2005
Posts: 69
Here are some things I learned in the last few days about building characters in Maya that will export to Gamestudio. If you have any other tips/guidelines, feel free to add to this - I wish someone had told me these things before I started smile


These are in no particular order, just things I ran into while trying to get a character to export which weren't in the manual. Also, this is written for animators and tech artists who are very familiar with Maya and know how to rig, but don't necessarily know Gamestudio's limitations.

My pipeline is Maya 7 -> fbx -> MED, and I'm using bones animation in the game.

1. Always freeze your meshes before skinning. If you are planning to use bones animation in GS and you have translation or rotation values on your skinned meshes you may get bad deformations once imported into MED.

2. Build your animation rig to use only one animation method. You can use joints OR you can use blendshapes, but you can't use both on the same character, even if you are planning to convert them all to vertex animation in Gamestudio. If you are using both, only the joint animation will make it into MED.

3. Your export skeleton should be one continuous joint hierarchy. You cannot use constraints or expressions to move joints and expect this to export. If you have constraints or expressions on your joints, you have to bake the animation onto the joint before export. (This is pretty standard in the game industry btw)

4. Rigs that use direct connections through Maya's node hierarchy will not work at all because you cannot bake them. So no fancy rigging! smile

Re: Tips for building animated characters in Maya [Re: Goodberry] #235650
11/09/08 01:42
11/09/08 01:42
Joined: Apr 2005
Posts: 69
G
Goodberry Offline OP
Junior Member
Goodberry  Offline OP
Junior Member
G

Joined: Apr 2005
Posts: 69
Some fun facts on Model Scale.

Quote from the manual:
"The default values of the engine variables as well as the standard movement functions and camera perspective all assume a certain size of your models. A human figure should be about 50..150 units tall, so it fills the view when it's about 100 units away."

GS has a tacit assumption that 1 quant = 1 inch, roughly 2.54cm. While this is not binding in any way it is good to keep in mind since a lot of the tools as well as the template scripts assume this scale. E.g. Bones in MED cannot be displayed any smaller than 1 quant, so if your model is only two quants high and you want to see its bones you will end up with a clumpy mess.

Maya's "centimeters" convert 1:1 to quants ("units"). I.e. if you build your character to be 10 centimeters high in Maya it will come in as 10 quants high in GS. I.e. to build "standard" size characters in Maya set your units to centimeter and make your character 50 - 150 centimeters high.


Btw, NEVER change Maya's units to anything other than centimeters. You will be in for a world of hurt. This is a general rule for Maya, nothing to do with GS - the implementation of unit conversion in Maya is just trouble.

Re: Tips for building animated characters in Maya [Re: Goodberry] #235653
11/09/08 01:49
11/09/08 01:49
Joined: Nov 2008
Posts: 33
United States
wh1t3_w1d0w Offline
Banned/Warez
wh1t3_w1d0w  Offline
Banned/Warez

Joined: Nov 2008
Posts: 33
United States
3D studio max FOR THE WIN! =)


Wh1t3 W1d0w
Re: Tips for building animated characters in Maya [Re: Goodberry] #236170
11/12/08 13:58
11/12/08 13:58
Joined: Mar 2003
Posts: 3,010
analysis paralysis
NITRO777 Offline
Expert
NITRO777  Offline
Expert

Joined: Mar 2003
Posts: 3,010
analysis paralysis
FYI. None of these restrictions apply when your using ventilators plug in. I can set up blendshapes,constraints,clips, whatever because its all vertex export.

The limitation with ventilators plugin is that you cannot reuse the bones in gs because no rig information gets exported. But maybe you can add a bone structure to the model after it gets to .mdl, I have never cared about animation within med.

Thanks for the cm-quants information though. I never knew that

Re: Tips for building animated characters in Maya [Re: NITRO777] #237450
11/20/08 06:46
11/20/08 06:46
Joined: Apr 2005
Posts: 69
G
Goodberry Offline OP
Junior Member
Goodberry  Offline OP
Junior Member
G

Joined: Apr 2005
Posts: 69
smile yeah, a lot of the restrictions fall away when you use vertex animation. I want to experiment with layering and combining animations though (I'm an animator by trade), so I have to use bones. Should have said that more clearly at the top I guess.

Re: Tips for building animated characters in Maya [Re: Goodberry] #237451
11/20/08 06:56
11/20/08 06:56
Joined: Apr 2005
Posts: 69
G
Goodberry Offline OP
Junior Member
Goodberry  Offline OP
Junior Member
G

Joined: Apr 2005
Posts: 69
Right, another bit that is in the manual but may be easily overlooked:

5. Build your characters so they face down the positive x-axis. It will be much easier to write working movement code for it smile

If you have a character that is oriented differently, you can fix this in MED using the Edit -> Transform Model Global function.

Re: Tips for building animated characters in Maya [Re: Goodberry] #248506
01/27/09 10:03
01/27/09 10:03
Joined: Jan 2009
Posts: 290
Poland
LordMoggy Offline
Member
LordMoggy  Offline
Member

Joined: Jan 2009
Posts: 290
Poland
the little berry tipper wink


Moderated by  aztec, Blink, HeelX 

Gamestudio download | chip programmers | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1